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Shala.8352

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  1. Hmmm I donno bout everything else in this thread but I disagree with ur first statement, a rev of equal skill should delete a thief more times than lose to one. Of course this is if thief doesn't disengage and leave and or the rev doesn't sword port and delete the thief. l2 thief.
  2. there's no way for a thief to lose 1v1 against a power herald. if you do, you should change class, cuz thief is not your thing. In general many classes are just better than power herald in duels. Herald shiro is not a duelist class, is a +1 one. But if you want easy life against it, just play condies, and defend his first burst. Also Herald hasnt as many CC as other classes, and the ones they have are heavy energy draining, meaning no follow up. Herald has no passive defences, meaning cc chain will counter it very hard.Anything that daze or interrupts greatly counters it, because herald will not only pay the cd, but also the energy. As others already mentioned, interrupting chaotic release is the best way to drain his energy down (and it has an obvious animation), as te upkeep will still tick but no effects awarded (wich is really dumb in my opinion).In general every herald skills have very big tell and animation, long cast time and easy interrupt.In team fight, with necro you can annihillate revenant offense potential by just spamming corrupts on him, even with just scepter autoattack. Or try burning guardian, if he has no support ele baby sitting him he will die very quick, he has almost no cleanse, and the ones he has force him to go on defensive or force him unwanted legend swap. List can go on a lot, but aniway if you want an easy way to understand his weaknesses, just play one, go on pvp ffa arena and see how bad life can be for him.
  3. there's simply too much daze. Also the interruption is rlly punishing more classes than others, for example daze interrupts a herald's facets, does send it in low cd BUT he is still paying the upkeep for no effects and burning energy! I think there should be less soft CC in general, it's too spammy! Everyone daze nowadays. And ye, shocking aura should just be removed from game. Or make the aura last 1 second, no more. And look at traits like Shivers of Dread: whenevere you apply chill, you also inflict fear.... REALLY? ok want to have some other free cc?? There's any skill you have that is not a CC? Does i have to dodge everything?Next trait: whenever opponent click you or tab target on your character, he gets dazed for 3 seconds, and if he was using a skill he gets knocked down while feared too.
  4. You missed the point totally.The logic behind anet nerfing the damage on Break enchantment is that they believed it did too much damage against blocking foes (this is back when it removed 2 boons)However the rev skill has not suffered the same fate the warrior one has. In an Spvp enviroment on a 1 on 1 scenario you're down to your last 3,000 health, against a warrior using break enchantment you'll have at least 2,500 health left. against a rev you'd die if it crits. Im not suggesting to increase the damage on the warrior skill, im say lower the damage on the rev skill else we have this huge imabalance of skills. I'm going to pick out a few flaws in your arguement: "I think true nature needs the upkeep first to be activated" - Double tap F2 and its instant "Does revenant has any traits that benefit from removing boon (nope)?" - There is a trait that will allow the removal of an extra boon. "Does spellbreaker has any trait that benefit from removing boon(yep)?" - These traits are actually painfully bad to use.. seriously (ignore WvW for a second and think Spvp) 2 adrenalin per boon and 53 damage that cant crit, a weapon swap will end up getting you more adrenalin than that. " Is like comparing the warrior dodge roll to revenant dodge roll." - Now you're going off the topic on what this is about, true nature unblockable boon remove and high damage, If warrior is meant to be the baseline for all class balancing, lower the damage of the rev skill. Job done. Please note that this is the PvP sub forum not the WvW forum, this is about Spvp balance not WvW balance. Revenant already is the class suffering more from daze and interrupts, just because of upkeep and energy managment (you are still burning energy when interrupted, you are burning energy when using skills 2-3-4-5?? or even utilities?). Double tap F2 isnt instant, try it in 200 games in p2+ and come back to tell me how many times you were effective by double tapping in a cc spam meta (beware you have to be in 360 range to double tap), and even if you double tap the upkeep will start, blocking you energy gaining. Yes it has a cast time for both the "double tap", and we haven't free stability. Revenant hasnt a trait that benefits from boon removal, has a trait that increase 1 boon removal. Don't see any sinergy you are trying to find in that, differently from warrior's traits. The spellbreaker traits sinergy is bad? I don't think so, but even if it was, i don't understand why you want revenant nerfed because you have bad sinergy. Your logic don't stand. The dodge roll comparing makes perfectly sence if we say it's fair to compare true nature with break enchantement.Try to apply the nerf to true nature you are suggesting, and no revenant will use it. But unfortunately, revenant are not warriors or any other classes, able to easily change their utility like break enchantement with anithing else if it is not OVERPOWERED, so be aware of it. Before suggesting a nerf, you should understand a class as a whole, revenant is already the most predictable class because of this utility forced, you remove true nature too and revenant should maybe also whisp you the next 10-11 skills he is going to use, this is the point of how predictable is. Same stuff can be said about the damage, ye revenant has big dmg, but warrior has more sustain, so whats the deal? You want revenant dmg lowered? ok give me all those passive defences from warrior (including vitality), stability to not be interrupted every second losing energy, and at least half of your CCs (wich makes landing eviscerate easier than landing UA!!!!). Or no even better, lets make all the classes the same, all warriors, so no balance to blame.
  5. stealth is one of the only counterplay to unrelenting, almost everything in the game trades negatively against it.you have to double dodge, or have long kitten block or else you lose 1/4 to 1/2 HP to a kitten evade skill.Im all for making stealth not counter it anymore if it loses its might gen and its damage gets bombed by 30%+ so that its damage is closer to what other skills of its type can do. EDITunrelenting deals 5% less damage then tier 3 eviscerate from warrior. NEAT skill right there.but when you factor in might it gives on hit the damage is probably about the same one dodge is enough to avoid unrelenting assault dmg, you will recieve dmg equal to 1 autoattack. Tier 3 eviscerate is one hit, means the same dmg comes in one single moment, differently from unrelenting assault, wich is multiple hits and at least 2-3 you will dodge once the attack is started (unless you are totaly sleeping). But aniway, you are saying that unrelenting assault should not do the same damage of eviscerate: why? Adrenaline is build easily like energy, and eviscerate has 6 seconds CD, UA 15s CD, potentialy you can throw it twice unrelenting assault. It also builds up might exactly like unrelenting assault, plus been a combo finisher. Also you can control your eviscerate target, unrelenting assault will hit random people (or pets clones and minions, or even obstacles sometimes!!!) in team fights, without you beeing able to control it.i don't get this mith where only warrior has to have the highest dmg coefficients and other classes are not allowed. Where is written that warrior has to hit harder than revenant? But this is not the the topic we are talking about: regardless the balancing where i just showed you are wrong, why your eviscerate is still hitting the stealth thief while animation has started (you can hit him even if you throw it whitout targeting, this skill doesnt need opponent to be visible), and unrelenting assault gets interrupted after beeing channeled on a after channeling stealthed opponent, leaving you a sitting duck and ported to opponent location without hitting? At least make the first attack hit... This game mechanic is wrong in every aspect.
  6. to be fair you are not comparing the 2 skills very well. Apart of the difference of boons stripped (wich is very high difference, 2 more boon strip from 5 target= potential 10 more boon removed than true nature). How much energy cost break enchantement? Can it be used any moment, or you have to be on the right legend? Time cost is really the same? I think true nature needs the upkeep first to be activated, isnt it? Does revenant has any traits that benefit from removing boon (nope)? Does spellbreaker has any trait that benefit from removing boon(yep)?I think you would be even worst balancer than arenanet if you do these kind of comparisons.Is like comparing the warrior dodge roll to revenant dodge roll.
  7. and we can even go further: immagine having already casted a skill that can be interrupted by stealth in the middle of the animation. Ye that's what happens to a single skill in the game, unrelentig assault. Seriously, why it gets interrupted by stealth leaving me in the middle of the aoe spam team fight like an idiot? Does Ranger rapid fire gets interrupted when a thief/engi stealth? Does Warrior Whirlwind Attack gets interrupted by stealth? Why revenant is still so buggy????
  8. the problem is not the balance in this case, but the maps wich are poorly designed. Those little narrow maps promotes aoe stacking classes, so thats why you only see necros fb and renegade. They should design 2v2 maps with more chances to move, like the FFA arena in the pvp lobby. If the problem is the eternal kiting, you make it decrease size during time, like after 2 minutes it lose 1/4 of the space available, and so on.
  9. i dont care about the gold income in wvw. I play wvw because i like wvw.
  10. they could have changed staff 2 into a little leap jump combo, instead to make it a healing useless orb.
  11. Now the meme is reality. The so called 'fight guilds' just want an empty square white box PvP mode to fight in all day. How bout no? Yes what fight guilds want is pretty obvious. Still i am not suggesting an empty square as you defined, you still need LOS objects and narrows as i mentioned, so especialy the more you get close to the spawn points, i don't mind a tower with walls and defensive tools (cannons or whatever). The problem is still there and you can't deny it: maps are too big and with too many objectives. Also, many of these objextives have too much defensive advantage (alias garrison, EB keeps...) wich turn this game mode in a karma train, since opponents will turn their attention to other empy objectives, since they can win the match up points in that way aniway.Still is not obvious what the "no fight guilds" want.... i mean watch at this video in twitch i only get one thing: wvw is boring as hell, it discourage fighting and turn wvw in another pve map like.
  12. Nice you played the game with us, you should mention more the true problem you encountered in your own stream. The fact that in 1 hour and half, you never had a real fight. You just run around with a 50+ blob, and opponent never fight you, they stayed in cover beyond the walls using siege and you wasted more than 90% of the time running around doing nothing. The truth is, the map is too big and there is no fun fighting the siege and the fortress environment. The game mode itself discourage fighting. Actualy my best experience in wvw was during the warclaw lanch day, where i had queues everywhere and i fortunately ended in obsidian sanctum. Now, normaly obs is just a gvg map with no purpose in the game mode, but thanks to the warclaw day it was full too. I had no fun with the warclaw, i had no fun in the blob siege gameplay, but in obsidian sanctum was such a fun experience! Constant fight, constant reset, and immediate run in the next fight since the spawn locations are so close to each other. When i look at that experience, i think we no need fortress or walls, you just need little maps with narrow entry and los structure the more you go closer to opponent spawn location, and becoming more opened the more you get close to the 3 ways centre. Obsidian sanctum is not perfect, since you put the arena not in the centre of the 3 spawns, but i think that's the dimension of the map you should aim for.You see the problem in eotm too, the problem is not in the gamemode, but in map design. So you can change whatever you like, make the alliance system, give rewards for conquering or defending the tower, give us warclaw to run faster, the real issue is that your maps are too big and are not made for big group fighting, wich unfortunately is the only thing fun in this gamemode. There is just too much verticality, too much open space and too much way to avoid opponents, and especialy, TOO MANY OBJECTIVES. You should have only 4 objextives: the centre and the 3 spawn locations.
  13. and what about adding those shiny cool pve skins for wvw currencies too instead?
  14. i find it fun, but it's true that raging comes out more from specific classes, so there must be a relation between the class you like to play and your personality. Classes wich usualy brings out a rage and stop playing in ranked, are usualy in order: Guardian (and DH especialy )users - they are in general big ego people and in general childish.Ranger users - this is coming from the fact their class is so easy to play that they think their level is higher than other players. They don't like team play in general and like to play side nodes, so the raging is coming from the fact that they are loosing because of the team.Thief - if they rotate bad or fail to burst, they start accusing theyr team for not sustain enough.In my experience in pvp ranked, i've never found a revenant toxic user. Followed by probably mesmer users, but last one is probably because they are so overpowered that they have nothing to blame to-
  15. we could use 1 week experiment, i think you would get a queues even longer than the mount event, and a lot of players back just for the sake of it to be fair, the area i am enjoying more in the game is the pvp FFA arena in the heart of the mist. I am always there....
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